(Active): Rammus enters a rolling ball state for up to 7 seconds, increasing his movement speed by 30% and then continues accelerating. Upon impacting with an enemy, all nearby enemies will be knocked back for an instant and be dealt magic damage. Additionally, targets affected by the impact will be slowed for 3 seconds.

Cost80: 90 / 100 / 110 / 120 / mana

Cooldown: 10 seconds

Magic Damage: 100 / 150 / 200 / 250 / 300 (+1.0 per ability power)

Slow: 20 / 25 / 30 / 35 / 40%

Defensive Ball Curl

(Active): Rammus enters a defensive stance for 6 seconds, vastly increasing his armor and magic resistance and returning magic damage for each autoattack that enemies use on him.

Cost: 50 mana

Cooldown: 14 seconds

Armor & Magic Resist Bonus: 40 / 60 / 80 / 100 / 120

Magic Damage Returned: 15 / 25 / 35 / 45 / 55 (+10% of total armor)

Puncturing Taunt

(Active): Rammus taunts a target enemy, reducing their armor and forcing them to attack Rammus for a few seconds.

Cost: 50 / 60 / 70 / 80 / 90 mana

Range: 325

12: / seconds

Armor Reduction: 10 / 15 / 20 / 25 / 30

Duration: 1 / 1.5 / 2 / 2.5 / 3 seconds

Tremors

(Active): Rammus creates tremors beneath him for 8 seconds dealing magic damage to nearby units and structures each second. Rammus can move, attack and use other abilities while Tremors is in effect.